GPU: Add SDL_CopyGPUTextureToBuffer and SDL_CopyGPUBufferToTexture - #16249
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thatcosmonaut wants to merge 1 commit into
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GPU: Add SDL_CopyGPUTextureToBuffer and SDL_CopyGPUBufferToTexture#16249thatcosmonaut wants to merge 1 commit into
thatcosmonaut wants to merge 1 commit into
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From MSDN...
So you can't copy subregions of a depth texture (or a multisampled resource, though that's less useful in practice.) I guess we can validate this? It's a very annoying restriction. |
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Description
GPU-timelined texture-to-buffer and buffer-to-texture copies can be useful, so we should expose that capability.
I still need to investigate what expected behavior would be when copying depth data from depth-stencil textures.
D3D12's horrible design continues to be a delight. We'll need to figure out a workaround for the 256-byte alignment requirement.
Existing Issue(s)
Resolves #16248
TODO